dookieagain
Last Bastion of Arcades
There's a completely viable method of doing working fighting game netcode with 0 input delay. It's called rollback netcode, and whether using a third party solution (GGPO) or an internal version (SFxTekken, TTT2) it has been used to great effect in a number of games. The only reason it isn't in this one is that people idiotically defend input delay ridden netcode because "It seems fine."If fighting games made use of the prediction and compensation mechanics that games like FPS' do for smoother online gameplay you would all have given up on Online play already. It just wouldn't be possible to land any combos.
None of that means anything at all. Street Fighter x Tekken uses a non-middleware rollback netcode. Namco has licensed GGPO and used it in 3d fighters. Tekken Tag Tournament 2 uses some form of either rollback or predictive netcode.@dookie
1. Skullgirls is not a big 3D game with a million things to process before it gets to the netcode
2. Skullgirls userbase is tiny compared to Injustice.
3. Skullgirls was designed for serious fighting game enthusiasts, not for a very broad demographic.
4. Skullgirls does not have interactive stage elements with transitions to another stage that it needs to sync.
5. Skullgirls uses middleware software for its netcode which is based on old 2D games and emulators, not modern 3D fighting games with a large userbase.
Secondly the netcode doesn't have anything to do with the graphics. All the game needs to send to the client is information about what moves are being executed and on which frames. This is what training mode does with record and playback, the functionality is there. And Injustice doesn't need to keep track of three characters or assists, nor is any move Injustice as fast in frames as most low jabs in Skullgirls. (Except Superman super)
Also the fact that you're using the fact that this game is a multi-million seller with a huge audience as an excuse for why the netcode should be inferior to an indie game with a small userbase is the silliest thing ever. Basically you're saying that a game with a budget thousands of times the size and an audience thousands of times the size can't afford to do as good a job? Do you know how silly that is?
The reason we don't get better netcode is because the player base is willing to accept this terrible mess and say things like "It's as good as you can expect online." That's crap, we can obviously expect better. Better has been done.
The only point you make that is correct is that netcode, especially netcode as bad as this creates an environment that panders to people who want to exploit it and who don't understand or aren't interested in learning the game at a technical level. But that shouldn't be a valid excuse, even if this game isn't designed for tournament players, how is allowing players to use online as a viable way to level up their game hurting casual players?
Also if you're worried about the slight teleportation or visual desynch that is in rollback netcode then have it be a slider with a default input delay of ten, then it will look smooth as butter for people who don't care about proper technique and can be adjusted for people who would like to practice for competitive play.